3ds Max Tutorials: Stylized Firearm Production(1)
Weiweiguan shared the entire process of his stylized gun production project and explained in detail the steps of each process from 3ds Max to ZBrush, Substance Painter. Your TPN-Accredited 3ds Max render farm, Fox Renderfarm share with you this 3ds Max tutorial from the 3ds artist Weiweiguan
Software used: 3ds Max, ZBrush, Substance Painter
The main purpose of this project is to test how to use PBR materials in Substance Painter to reflect hand-painted works. In the production process, we are constantly trying to combine hand-painted and realistic materials without the help of bodypainter and PS.
Modeling
The upper part of the gun in the model is metal, and the lower part is something like bones, so this part needs to be sculpted in ZBrush. When the other parts of the model need to maintain a uniform structure during production, make the entire structure of the firearm according to the reference drawing.
Sculpting the detail
Most of the details on the firearm are modified on the model, and the smaller details can be perfected using the normal map. If the production time is relatively short, many details can be realized with normal map.
Next, you can import the model made in 3ds Max into ZBrush for smaller details, including cloth wrapped around the handle and scratches to the gun body, etc.. While engraving, this cartoon-style model does not require too realistic textures. It is characterized by sharp edges and corners, strong gun body structure, and more obvious and exaggerated details.
Retopo
Most of the topology of the model is completed in 3ds Max, and the structure of the bottom bone is topology in topogun.
UV & Baking
After some simplifications of retopo, the different parts of the model are grouped, and then the UV splitting is very simple. Sometimes the smoothness of the model will affect the baking of the normal map. This process requires some tests to get a better effect.
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